mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
226 lines
7.4 KiB
GDScript
226 lines
7.4 KiB
GDScript
extends VoxelWorld
|
|
|
|
# Copyright Péter Magyar relintai@gmail.com
|
|
# MIT License, might be merged into the Voxelman engine module
|
|
|
|
# Copyright (c) 2019 Péter Magyar
|
|
|
|
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
# of this software and associated documentation files (the "Software"), to deal
|
|
# in the Software without restriction, including without limitation the rights
|
|
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
# copies of the Software, and to permit persons to whom the Software is
|
|
# furnished to do so, subject to the following conditions:
|
|
#
|
|
# The above copyright notice and this permission notice shall be included in all
|
|
# copies or substantial portions of the Software.
|
|
|
|
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
# SOFTWARE.
|
|
|
|
enum GenType {
|
|
TEST, NORMAL, NOISE3D
|
|
}
|
|
|
|
signal generation_finished
|
|
|
|
export(int) var gen_type : int = GenType.NORMAL
|
|
|
|
export(Array, MeshDataResource) var meshes : Array
|
|
|
|
var chunks : Dictionary = Dictionary()
|
|
var spawned : bool = false
|
|
|
|
var generation_queue : Array
|
|
|
|
func _ready() -> void:
|
|
spawn()
|
|
|
|
func _process(delta : float) -> void:
|
|
if not generation_queue.empty():
|
|
var chunk : VoxelChunk = generation_queue.front()
|
|
|
|
if gen_type == GenType.NORMAL:
|
|
#
|
|
generate_terrarin(chunk)
|
|
elif gen_type == GenType.NOISE3D:
|
|
# generate(chunk)
|
|
pass
|
|
else:
|
|
generate_test(chunk)
|
|
|
|
generation_queue.remove(0)
|
|
|
|
if generation_queue.empty():
|
|
emit_signal("generation_finished")
|
|
|
|
func generate_terrarin(chunk : VoxelChunk) -> void:
|
|
var buffer : VoxelChunk = chunk.get_buffer()
|
|
buffer.create(int(chunk_size_x) + 3, int(chunk_size_y) + 3, int(chunk_size_z) + 3)
|
|
|
|
var noise : OpenSimplexNoise = OpenSimplexNoise.new()
|
|
noise.seed = 10
|
|
noise.octaves = 4
|
|
noise.period = 200.0
|
|
noise.persistence = 0.8
|
|
|
|
var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
|
|
terr_noise.seed = 10 * 321 + 112
|
|
terr_noise.octaves = 4
|
|
terr_noise.period = 20.0
|
|
terr_noise.persistence = 0.9
|
|
|
|
for x in range(-1, chunk_size_x + 2):
|
|
for z in range(-1, chunk_size_z + 2):
|
|
var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
|
|
val *= val
|
|
val *= 100
|
|
val += 2
|
|
|
|
var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
|
|
val += tv * 2
|
|
|
|
var v : int = (int(val))
|
|
|
|
for y in range(-1, v):
|
|
seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y)
|
|
buffer.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(randi() % 50 + 205, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + 1)
|
|
buffer.set_voxel(1, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(randi() % 50 + 205, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
for i in range(5):
|
|
var light : VoxelLight = VoxelLight.new()
|
|
randomize()
|
|
light.color = Color(randf(), randf(), randf())
|
|
light.size = randi() % 5 + 5
|
|
light.set_world_position((chunk.position_x * chunk.size_x) + (randi() % chunk.size_x), (chunk.position_y * chunk.size_y) + (randi() % 6), (chunk.position_z * chunk.size_z) + (randi() % chunk.size_z))
|
|
chunk.add_voxel_light(light)
|
|
|
|
|
|
# var light : VoxelLight = VoxelLight.new()
|
|
# light.color = Color(1.0, 0, 0)
|
|
# light.size = 10
|
|
# light.set_world_position((chunk.position_x * chunk.size_x) + (2), (chunk.position_y * chunk.size_y) + (7), (chunk.position_z * chunk.size_z) + (1))
|
|
# chunk.add_voxel_light(light)
|
|
|
|
# for x in range(16):
|
|
# for z in range(16):
|
|
|
|
# chunk.add_prop(Transform(Basis().scaled(Vector3(0.2, 0.2, 0.2)), Vector3(2, 5, 0) * voxel_scale), meshes[0])
|
|
|
|
# chunk.add_prop(Transform(Basis(), Vector3(4, 3, 5) * voxel_scale), meshes[0])
|
|
|
|
chunk.bake_lights()
|
|
|
|
chunk.build()
|
|
# chunk.draw_debug_voxels(2000)
|
|
# chunk.draw_debug_voxel_lights()
|
|
|
|
|
|
func spawn_chunk(x : int, y : int, z : int, lod_size : int = 1) -> void:
|
|
var name : String = "Chunk," + str(x) + "," + str(y) + "," + str(z)
|
|
# var chunk : VoxelChunk = VoxelChunk.new()
|
|
var chunk : VoxelChunk = TVGUVoxelChunk.new()
|
|
|
|
chunk.voxel_world = self
|
|
chunk.set_chunk_position(x, y, z)
|
|
chunk.library = library
|
|
chunk.voxel_scale = voxel_scale
|
|
chunk.lod_size = lod_size
|
|
chunk.set_chunk_size(int(chunk_size_x), int(chunk_size_y), int(chunk_size_z))
|
|
|
|
chunk.create_mesher()
|
|
chunk.mesher.base_light_value = 0.6
|
|
|
|
chunks[name] = chunk
|
|
|
|
generation_queue.append(chunk)
|
|
|
|
|
|
func spawn() -> void:
|
|
var hsize : int = 4
|
|
|
|
if gen_type == GenType.NORMAL or gen_type == GenType.NOISE3D:
|
|
for x in range(-hsize, hsize):
|
|
for z in range(-hsize, hsize):
|
|
for y in range(1):
|
|
# spawn_chunk(x, y, z, abs(int(ceil(x / 2))) + 1)
|
|
spawn_chunk(x, y, z, 1)
|
|
else:
|
|
spawn_chunk(0, 0, 0, 1)
|
|
|
|
#func set_player(p_player : Spatial) -> void:
|
|
# player = p_player
|
|
|
|
# if _spawned:
|
|
# clear()
|
|
#
|
|
# spawn()
|
|
# pass
|
|
|
|
func generate_test(chunk : VoxelChunk) ->void:
|
|
var buffer : VoxelChunk = chunk.get_buffer()
|
|
|
|
buffer.create(40, 40, 40)
|
|
|
|
var i : int = 1
|
|
|
|
for y in range(4):
|
|
for z in range(8):
|
|
for x in range(8):
|
|
spawn_equiv_class(buffer, i, x * 4 + 1, y * 4 + 1, z * 4 + 1)
|
|
i += 1
|
|
|
|
# spawn_equiv_class(buffer,127, 4, 4, 4)
|
|
|
|
chunk.build()
|
|
chunk.draw_debug_voxels(2000)
|
|
# chunk.draw_debug_voxel_lights()
|
|
|
|
|
|
func spawn_equiv_class(buffer : VoxelChunk, cls : int, x : int, y : int, z : int) -> void:
|
|
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_000:
|
|
buffer.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_100:
|
|
buffer.set_voxel(1, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_001:
|
|
buffer.set_voxel(1, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_101:
|
|
buffer.set_voxel(1, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_010:
|
|
buffer.set_voxel(1, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_110:
|
|
buffer.set_voxel(1, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_011:
|
|
buffer.set_voxel(1, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_111:
|
|
buffer.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
|
|
buffer.set_voxel(255, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
|
|
|
|
|
|
|